hykeith
707 views5 months ago
Commander
Size: 100Salt sum: 40.8
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Draw
Draw
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Finisher
Angel of Destiny
Flying, double strike
Whenever a creature you control deals combat damage to a player, you and that player each gain that much life.
At the beginning of your end step, if you have at least 15 life more than your starting life total, each player this creature attacked this turn loses the game.
Whenever a creature you control deals combat damage to a player, you and that player each gain that much life.
At the beginning of your end step, if you have at least 15 life more than your starting life total, each player this creature attacked this turn loses the game.
Creature - Cleric Angel

Finisher
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Land
Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land

Land
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Lifegain
Lifegain
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Protection
Dawn's Truce
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.)
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
Instant

Restoration Magic
Tiered (Choose one additional cost.)
• Cure — — Target permanent gains hexproof and indestructible until end of turn.
• Cura — — Target permanent gains hexproof and indestructible until end of turn. You gain 3 life.
• Curaga — — Permanents you control gain hexproof and indestructible until end of turn. You gain 6 life.
• Cure — — Target permanent gains hexproof and indestructible until end of turn.
• Cura — — Target permanent gains hexproof and indestructible until end of turn. You gain 3 life.
• Curaga — — Permanents you control gain hexproof and indestructible until end of turn. You gain 6 life.
Instant

Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Protection
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Ramp
Thunderclap Drake
Flying
Instant and sorcery spells you cast cost less to cast.
, Sacrifice this creature: When you next cast an instant or sorcery spell this turn, copy it for each time you've cast your commander from the command zone this game. You may choose new targets for the copies.
Instant and sorcery spells you cast cost less to cast.
, Sacrifice this creature: When you next cast an instant or sorcery spell this turn, copy it for each time you've cast your commander from the command zone this game. You may choose new targets for the copies.
Creature - Drake

Ramp
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Recursion
Recursion
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Removal
Removal
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Untap
Untap
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"Will, Scion of Peace is a young saint-prince whose power is not conquest but relief. Wherever he walks, wounds knit and pain quiets — and each act of kindness makes his grander miracles cheaper to speak into existence. His followers call it mercy; his generals understand the deeper truth: every healing is an investment.\n\nHis realm is sustained by small, constant comforts. Kabira Crossroads, Radiant Fountain, Sejiri Refuge, and Seraph Sanctuary are wells and chapels that steadily refill the army's strength. Ivory Tower rewards patience; Delusions of Mediocrity disguises bounty as modesty. Martyr of Sands gives everything in one blazing act of faith, while Congregate and Soul's Grace turn a crowd's shared breath into a tidal surge of vitality. Chaplain's Blessing, Soothing Balm, Whitesun's Passage, and Light of Hope are the quiet hymns that keep the engine turning — each one reducing the cost of Will's next decree.\n\nThat vitality feeds his true strategy: overwhelming the court with possibility. Baral, Chief of Compliance, Thunderclap Drake, and Peregrine Drake compress time and mana; Kwain, Mangara, and Loran of the Third Path extract secrets from every action. Faerie Mastermind mirrors opponents' advantages; Lier, Disciple of the Drowned reopens every spent spell; Call to Mind retrieves whichever decree mattered most.\n\nWhen the moment arrives, Will becomes apocalyptic. Swarm Intelligence echoes each major spell like a second choir; One with the Multiverse and Time Stretch steal days and decisions from the future; Finale of Glory and Storm Herd flood the horizon with wings and banners. Approach of the Second Sun is a promise made, then kept, while Angel of Destiny offers a final, inescapable salvation to those who stand against him.\n\nIf threatened, Mother of Runes, Selfless Spirit, Lightning Greaves, and Swiftfoot Boots keep him untouched. When the board grows too hostile, Fumigate, Curse of the Swine, and Raise the Palisade cleanse whatever remains. The enemy is not defeated — it is outlasted, out-resourced, and rewritten into peace on Will's terms.\n"}]}










































































